+ if( !mCameraActor )
+ {
+ // create a camera for the render task, corresponding to its render target size
+ mCameraActor = CameraActor::New(mTargetSize);
+ mCameraActor.SetParentOrigin(ParentOrigin::CENTER);
+ mCameraActor.SetInvertYAxis( true );
+ mRootActor.Add( mCameraActor );
+ }
+ else
+ {
+ // place the camera for the render task, corresponding to its render target size
+ mCameraActor.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW);
+ mCameraActor.SetNearClippingPlane(1.0f);
+ mCameraActor.SetAspectRatio(mTargetSize.width / mTargetSize.height);
+ mCameraActor.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
+ mCameraActor.SetPosition(0.0f, 0.0f, ((mTargetSize.height * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
+ }